Core/PacketIO: Updated to 11.0.0
Port From (https://github.com/TrinityCore/TrinityCore/commit/e59eef5432c7b70679d33f4911c88d0f7d75fd39)
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@@ -54,6 +54,7 @@ namespace Game.Networking.Packets
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{
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_worldPacket.WritePackedGuid(GossipGUID);
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_worldPacket.WriteUInt32(GossipID);
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_worldPacket.WriteUInt32(LfgDungeonsID);
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_worldPacket.WriteInt32(FriendshipFactionID);
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_worldPacket.WriteInt32(GossipOptions.Count);
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_worldPacket.WriteInt32(GossipText.Count);
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@@ -81,6 +82,7 @@ namespace Game.Networking.Packets
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public int? TextID; // in classic variants this still holds npc_text id
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public int? BroadcastTextID;
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public uint GossipID;
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public uint LfgDungeonsID;
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}
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public class GossipSelectOption : ClientPacket
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@@ -346,6 +348,7 @@ namespace Game.Networking.Packets
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public TreasureLootList Treasure = new();
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public int? SpellID;
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public int? OverrideIconID;
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public string FailureDescription;
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public void Write(WorldPacket data)
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{
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@@ -361,6 +364,7 @@ namespace Game.Networking.Packets
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data.WriteBits((byte)Status, 2);
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data.WriteBit(SpellID.HasValue);
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data.WriteBit(OverrideIconID.HasValue);
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data.WriteBits(FailureDescription.GetByteCount() + 1, 8);
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data.FlushBits();
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Treasure.Write(data);
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@@ -373,6 +377,9 @@ namespace Game.Networking.Packets
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if (OverrideIconID.HasValue)
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data.WriteInt32(OverrideIconID.Value);
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if (!FailureDescription.IsEmpty())
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data.WriteCString(FailureDescription);
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}
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}
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@@ -382,10 +389,13 @@ namespace Game.Networking.Packets
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public uint ContentTuningID;
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public int QuestType;
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public bool Repeatable;
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public bool ResetByScheduler;
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public bool Important;
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public bool Meta;
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public string QuestTitle;
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public uint QuestFlags;
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public uint QuestFlagsEx;
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public uint QuestFlagsEx2;
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public void Write(WorldPacket data)
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{
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@@ -394,9 +404,12 @@ namespace Game.Networking.Packets
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data.WriteInt32(QuestType);
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data.WriteUInt32(QuestFlags);
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data.WriteUInt32(QuestFlagsEx);
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data.WriteUInt32(QuestFlagsEx2);
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data.WriteBit(Repeatable);
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data.WriteBit(ResetByScheduler);
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data.WriteBit(Important);
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data.WriteBit(Meta);
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data.WriteBits(QuestTitle.GetByteCount(), 9);
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data.FlushBits();
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